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Rename To Artillery-Strike Online It Suits The Game


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#21 RickySpanish

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Posted 06 February 2019 - 07:01 PM

I put off using consumables for a while because of the c-bill cost. Then I got thinking, I do prefer to win, so now I have begun putting 5 points down the consumable tree for the extra arty and slot to carry it in. Point for point I would be hard pressed to think of a better investment. Arty strikes and a UAV each game is pretty 'uge, all three force your opponents to pay attention to one extra thing or face the consequences.

#22 Bombast

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Posted 06 February 2019 - 07:10 PM

View PostVariant1, on 06 February 2019 - 06:28 PM, said:

get out, right now


no u

#23 justcallme A S H

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Posted 06 February 2019 - 07:11 PM

View PostD o c, on 06 February 2019 - 05:46 PM, said:

I kind of agree with strikes being a bit unbalanced. It's very difficult to set up a firing line to counter NASCAR when you just eat strikes all day long for doing so. I know there are methods to avoid getting hit and tactics to use and whatnot, but generally speaking, in QP, strikes dont CAUSE nascar by themselves, but I definately think they encourage it.


Setting up a firing line means you are more susceptible to strikes from a NASCAR?

uhhh.... What?

#24 Brizna

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Posted 07 February 2019 - 09:28 AM

Strikes are a minor nuance to an experienced player, even when holding a line you are very unlikely to actually be standing in anyone place and usually that is one of the worst things yo can do in a match, and nope strikes are not the greatest concern, getting snipped is much more dangerous if you are not moving.

#25 Prototelis

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Posted 07 February 2019 - 09:34 AM

The last three strikes I've eaten have all been friendly strikes.

Most recent I was dueling someone on a cap point and a teammate dropped one on top of the machine thingy I didn't see until it was too late.



#26 Khobai

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Posted 07 February 2019 - 09:36 AM

Best thing PGI could do is remove consumables from the game completely.

And maybe replace consumables with equivalent pieces of equipment that actually weigh tonnage and take up crit slots instead.

The reason consumables get spammed is because they have zero opportunity cost. If youre cbill rich, there is no reason not to take the max number of consumables every game. And when everyone in a game takes the max number of consumables that makes them absolutely cancerous.

If consumables were replaced with one-use equipments that cost tonnage/crits they would then have a real cost. Because youd have to give up something tangible (heatsink, engine weight, ammo, etc...) to use them.

It would also help balance equipment like the rocket launcher which is laughably outclassed by strikes. If strikes also costed tonnage/crits they wouldnt outclass rocket launchers as badly anymore.

Edited by Khobai, 07 February 2019 - 09:44 AM.


#27 Abisha

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Posted 07 February 2019 - 11:43 AM

View PostKhobai, on 07 February 2019 - 09:36 AM, said:

Best thing PGI could do is remove consumables from the game completely.

And maybe replace consumables with equivalent pieces of equipment that actually weigh tonnage and take up crit slots instead.

The reason consumables get spammed is because they have zero opportunity cost. If youre cbill rich, there is no reason not to take the max number of consumables every game. And when everyone in a game takes the max number of consumables that makes them absolutely cancerous.

If consumables were replaced with one-use equipments that cost tonnage/crits they would then have a real cost. Because youd have to give up something tangible (heatsink, engine weight, ammo, etc...) to use them.

It would also help balance equipment like the rocket launcher which is laughably outclassed by strikes. If strikes also costed tonnage/crits they wouldnt outclass rocket launchers as badly anymore.

I like this then it cost the player at least something

#28 Jman5

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Posted 07 February 2019 - 11:47 AM

View PostPrototelis, on 07 February 2019 - 09:34 AM, said:

The last three strikes I've eaten have all been friendly strikes.

Most recent I was dueling someone on a cap point and a teammate dropped one on top of the machine thingy I didn't see until it was too late.


It's worse than you think. I've been curious about this lately so I made a spreadsheet. If you plug a person's public stats (kills, assist, win, damage) into it and compare the matchscore output that produces with what they actually got, there is a shocking amount of friendly fire out there. And this is only a very conservative estimate because all the private stats can easily mask it.

People already hate on their PUG teams. I think if people saw just how much friendly fire their teammates are doing they would be apoplectic. In fact, I may be mistaken, but I think a while back PGI upped the friendly fire damage threshold before it triggers a time out penalty. It used to be 60, but it's higher now. It was probably because too many people were splattering people like you with friendly strikes.

Edited by Jman5, 08 February 2019 - 06:12 AM.


#29 B0oN

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Posted 07 February 2019 - 11:48 AM

View PostAbisha, on 06 February 2019 - 12:20 PM, said:

for a tower defence game, this games suxs really bad
the towers are missing, unbalance turrets, turrets that overheat and have rest heat.

only thing this game have is Red smoke damage ability's of cooldown of 10 seconds or something
graphics are oke for a tower defense game only 2 weapons both looks the same.

my rate
3/10 really bad tower defense game and really need more beta testers to make this game better.


Your parking permit is long past usage date, man, how about moving a bit … maybe on a monthly basis ?
LAWL

#30 Phoenix 72

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Posted 07 February 2019 - 11:51 AM

Well, Arty can be quite effective in the right scenarios... Unfortunately, those do not come up all that often...

I use Arty on every Mech I own and have skilled Artillery on some Mechs as well. At worst, it works as an area denial platform. See the smoke and people will not go there. Although I have dropped artillery, told everybody on voice, only to have one of our heavy mechs charge right into the smoke and eat around 90 damage. Oh well, if people ignore both voice and the smoke, maybe they will learn something from it....

At best, this can decide the game. I have soloed a Fafnir in a Bushwacker, with the use of 2 maxxed Artillery Strikes. I also got my most successful game ever dropping maxed Artillery on 4 enemy Assaults in a bottleneck... Twice... No idea why they did not move out of the bottleneck, but they ate 2 strikes, I got over 1400 damage all in all and 7 KMDD, I think it was. Yup, quite powerful.

But much more often I place a strike and nobody is in range anymore by the time it drops.

#31 Void Angel

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Posted 07 February 2019 - 06:25 PM

View Postthievingmagpi, on 06 February 2019 - 06:35 PM, said:


might matter if they were right, but they aren't so double lol.

It always matters. Bad thought is bad thought.

#32 Void Angel

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Posted 07 February 2019 - 06:28 PM

View Postjustcallme A S H, on 06 February 2019 - 07:11 PM, said:

Setting up a firing line means you are more susceptible to strikes from a NASCAR?

uhhh.... What?

He's saying that since strikes break up static positions, it encourages mutual rotation tactics - because you can't set up a firing line to stop the enemy team's advance. Whether this position is correct is another matter...

#33 justcallme A S H

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Posted 07 February 2019 - 07:41 PM

Except the enemy doing a NASCAR essentially means they are coming one by one, or two by two. Now a wide/we'll set firing line is NOT going to be broken up by this, or by strikes or anything.

That's just plain incorrect.

If they ARE forcibly broken up by strikes they were all sitting in a clump butt hugging each other. That is not a firing line.

#34 Vellron2005

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Posted 07 February 2019 - 11:44 PM

View PostAbisha, on 06 February 2019 - 12:20 PM, said:

for a tower defence game, this games suxs really bad
the towers are missing, unbalance turrets, turrets that overheat and have rest heat.

only thing this game have is Red smoke damage ability's of cooldown of 10 seconds or something
graphics are oke for a tower defense game only 2 weapons both looks the same.

my rate
3/10 really bad tower defense game and really need more beta testers to make this game better.


Played defense on Hellbore springs yesterday.. dropped a Scorch LRM boat first drop, and put it in the foxhole near GEN3..

Got 3 strikes dropped directly on me (cose' they couldn't target me otherwise). Didn't move at all.. still killed 4 mechs and did 1400+ damage with that Scorch.. By the time I ran out of missiles I was still at 70%+, then used the armor to break an alpha gate push and died gloriously, coring out one mech with the backup pulse lasers..

So yeah.. keep dropping strikes.. it scratches my paint somewhat..

Edited by Vellron2005, 07 February 2019 - 11:46 PM.


#35 Curccu

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Posted 08 February 2019 - 12:35 AM

View PostJman5, on 06 February 2019 - 06:07 PM, said:

Spoiler


Something like this? I think this was scrim against EON, strikes were better back then when this was recorded, but still I have taken comparable damage to this in flea/piranha nowdays.



edit: embed failure

Edited by Curccu, 08 February 2019 - 12:39 AM.


#36 Burning2nd

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Posted 08 February 2019 - 01:29 AM

View PostRickySpanish, on 06 February 2019 - 07:01 PM, said:

I put off using consumables for a while because of the c-bill cost.



ROFL

i enter the match, and have someone put Cbills on the ground for me to walk on as i enter..

*tosses cbills out window, rolls window back up

#37 PhilTKaswahl

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Posted 08 February 2019 - 02:01 AM

Only time I remember actually dying to an arty strike was after I was legged and the striker wanted to go for a spite kill. Don't stay immobile and bunched up for too long, occasionally zoom out to watch for smoke, and call it out. Makes it more a nuisance and position disruptor than a threat unless you're already damaged, don't have the mobility to get out in time, and there's enough enemies in position for a powerful follow-up.

#38 Void Angel

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Posted 08 February 2019 - 09:10 PM

Which is exactly what it's for; I'm sure it sucks to get hit with an airstrike as a Light, but I'm tempted to say that's part of the difficulty of playing Light Battlemechs - and my personal style of Light piloting doesn't leave me very open to strike consumables.

#39 Prototelis

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Posted 08 February 2019 - 09:20 PM

View PostAbisha, on 07 February 2019 - 11:43 AM, said:

I like this then it cost the player at least something


Of course you would like it.

Its just another way to nerf light mechs.

#40 The Masked Luchador

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Posted 09 February 2019 - 12:56 AM

[Redacted]

Edited by draiocht, 11 February 2019 - 02:39 PM.
unconstructive, replies removed






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